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ItemSubClass.dbc ​

📝 Structure on wowdev.wiki ​

 

❌ denotes unused fields

Structure ​

IndexFieldTypeReference
0ClassIDuint32ItemClass.dbc/0; SheatheSoundLookups.dbc/1
1SubClassIDuint32SheatheSoundLookups.dbc/2
2PrerequisiteProficiencyint32
3PostrequisiteProficiencyint32
4Flagsuint32
5DisplayFlagsuint32
6WeaponParrySequint32
7WeaponReadySequint32
8WeaponAttackSequint32
9WeaponSwingSizeuint32WeaponSwingSounds2.dbc/1
10DisplayName_0string
11DisplayName_1string
12DisplayName_2string
13DisplayName_3string
14DisplayName_4string
15DisplayName_5string
16DisplayName_6string
17DisplayName_7string
18DisplayName_8string
19DisplayName_9string
20DisplayName_10string
21DisplayName_11string
22DisplayName_12string
23DisplayName_13string
24DisplayName_14string
25DisplayName_15string
26DisplayName_lang_maskuint32
27VerboseName_0string
28VerboseName_1string
29VerboseName_2string
30VerboseName_3string
31VerboseName_4string
32VerboseName_5string
33VerboseName_6string
34VerboseName_7string
35VerboseName_8string
36VerboseName_9string
37VerboseName_10string
38VerboseName_11string
39VerboseName_12string
40VerboseName_13string
41VerboseName_14string
42VerboseName_15string
43VerboseName_lang_maskuint32
 

Description of fields ​

ClassID ​

❌ Col: 0 (uint32)

- no description -  

SubClassID ​

❌ Col: 1 (uint32)

- no description -  

PrerequisiteProficiency ​

❌ Col: 2 (int32)

SubClassID preceding this  

PostrequisiteProficiency ​

❌ Col: 3 (int32)

followup SubClassID  

Flags ​

❌ Col: 4 (uint32)

ValueFlagComment
10x01Can parry
20x02Weapon set finger seq
40x04Weapon is Unarmed
80x08Weapon is Rifle
160x10Weapon is Thrown
320x20Weapon is Right Hand Ranged
640x40Ammunition not required
1280x80Weapon is Ranged

 

DisplayFlags ​

❌ Col: 5 (uint32)

  • 0x1: HideSubClassInTooltip
  • 0x2: HideSubClassInAuction
  • 0x4: ShowItemCount  

WeaponParrySeq ​

❌ Col: 6 (uint32)

  • 0: ANIM_PARRY2HTIGHT
  • 1: ANIM_PARRY2HLOOSE
  • 2: ANIM_PARRY1H
  • 3: ANIM_STAND  

WeaponReadySeq ​

❌ Col: 7 (uint32)

  • 0: ANIM_READY2HTIGHT
  • 1: ANIM_READY2HLOOSE
  • 2: ANIM_READY1H
  • 3: ANIM_READYBOW
  • 4: ANIM_READYRIFLE
  • 5: ANIM_READYTHROWN  

WeaponAttackSeq ​

❌ Col: 8 (uint32)

  • 0: ANIM_ATTACK2HTIGHT
  • 1: ANIM_ATTACK2HLOOSE
  • 2: ANIM_ATTACKBOW
  • 3: ANIM_ATTACK1H
  • 4: ANIM_ATTACKRIFLE
  • 5: ANIM_ATTACKTHROWN  

WeaponSwingSize ​

❌ Col: 9 (uint32)

IDNameComment
0WEAPONSWING_LIGHTDagger
1WEAPONSWING_MEDIUM1H Sword/Axe
2WEAPONSWING_HEAVY2H Sword/Axe

 

DisplayName ​

❌ Col: 10 – 26 (Loc)

- no description -  

VerboseName ​

❌ Col: 27 – 43 (Loc)

- no description -